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Topics - civilian

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1
Released Mods / [OPTION] Less Psi-weak soldiers
« on: May 30, 2014, 12:40:15 pm »
Something lazy I made, it reduces the chance of new Soldiers being complete PSI weaklings, by simply raising the minimum PSI strength to 50, so now they spawn between 50 to 100 instead of 0 to 100.  :)
Code: [Select]
soldiers:
  - type: XCOM
    minStats:
      tu: 50
      stamina: 40
      health: 25
      bravery: 10
      reactions: 30
      firing: 40
      throwing: 50
      strength: 20
      psiStrength: 50
      psiSkill: 0
      melee: 20
    maxStats:
      tu: 60
      stamina: 70
      health: 40
      bravery: 60
      reactions: 60
      firing: 70
      throwing: 80
      strength: 40
      psiStrength: 100
      psiSkill: 16
      melee: 40
    statCaps:
      tu: 80
      stamina: 100
      health: 60
      bravery: 100
      reactions: 100
      firing: 120
      throwing: 120
      strength: 70
      psiStrength: 0
      psiSkill: 100
      melee: 120
    armor: STR_NONE_UC
    standHeight: 22
    kneelHeight: 14
    genderRatio: [3, 1]

2
Released Mods / [UI] new TU-Reserve Icon
« on: May 30, 2014, 12:34:28 pm »
An older mod from me. Atm I can not make anything new as I am not in good shape, but in some weeks I will return for good :)


3
Released Mods / [Weapon] Naymore Mine
« on: May 30, 2014, 12:31:35 pm »
Just something older from me.  :)


4
Released Mods / [RACES] TFTD and others.
« on: May 30, 2014, 12:29:44 pm »
Just something I had on my HD for a long time. I could not do more as my health ain't too good atm, sry.

What does this mod do?

-Adds most TFTD races/units
-Adds some more custom races, like Human traitors, Elite Mutons, Elite Sectoids with new graphics
-Adds some custom enemy units, e.g. a new Sectopod

Remarks:

-The mod is an old (and initially private-use only) "skeleton" mod which could use some more work. It will/should work correctly, though. Atm I am in no state to go any further with this mod, feel free to take it and complete/finish it.
-Adding the races was done in a simplified way, so most races will not have a medic/engineer/leader. I had to cut corners here, because it would have been too much work for me alone, especially with my current low health status.
-The races are stronger/better than the default X-Com races with the Sectoid Elders maybe being the strongest X-Com enemies you ever encountered. Feel free to lower their stats if you feel that they are too strong. The TFTD races stats are modeled mostly after the original stats but I took some liberties here.
-There are no new corpses and/or ufopaedia screens, I added some basic generic researches, though. (the mod was done before it became possible to add live units without researches.)
-Sorry about the mess with the many sub-folders and their names, initially the mod was a private one and never meant to be released, it shows here.
-The new add-on-Sectopod is fielded by the Sectoid Elders. (see side-note*)
-The Chryssalid Commander uses weapons, but they do not show up properly.
-Use the Line-of-sight option for PSI attacks found in the default mods/options if the Sectoid Elders feel too strong.
-I used this mod for quite a while and could not find any major bugs, but nobody is perfect. If you find a bug, please report it in the corresponding thread. I am not sure If I myself can correct them right now (this readme was hard enough to write for me atm), but maybe someone else will take over for me?
-The mod should be compatible with all other mods and replaces nothing. It maybe overwrites one inventory screen if you have the alieninventory mod installed, but don't fear, the files are identical. I merely added it in case you do not have that mod.
-The Tentaculats do NOT turn their victims into zombies/tentaculats, they "only" kill them.

*Side-note:

IMHO the original game idea was (initially) clearly the same (Sectopod fielded with Sectoids, the names, the colors AND the weapon stats of the units clearly indicate that) so I added it this way. If you don't believe me take a look at the mechtoid found in the 2012 X-Com game and draw your own conclusions. The Cyberdisc was surely meant to be the Ethereal's terror unit. I guess Microprose changed that before the first release because they realized that a race without flying units would be very weak against soldiers with flying armor. Just take a look at the Snakeman and the Chryssalid, they have big problems if your troops have flying suits. This also explains why the Cyberdisc is WAY too strong at the (original) game start right now, it simply was never meant to be fielded by the aliens that early.

Credits:

Several mods and resources were used for this mod, basically I only made the ruleset, added some sounds and graphics and other things.
Mods used (I thank the original mod makers and all credits belong to them):
-TFTD_to_UFO mod for the original X-Com found on Strategycore. I don't know atm who made it, there is no name to be found in the source file.
-AlienInventoryMod. Again, there was no name to be found in the source file.
-Recolored Battle-Sprites Resource file. Again, no name in the source file.
-The MixedRaces-Mod provided the basic ruleset and I simply added the new stuff to it. Thanks to whoever made it (can't look at I am offline)

Civilian 2014

5
Work In Progress / [WIP/GAMEPLAY] Kiryu-Kai Mod UPDATED 21th_May
« on: May 17, 2014, 03:13:25 pm »
I am working on a mod that unlike most others, makes things harder and actually removes/replaces stuff.
As a small tribute to the failed and abandonded Kiryu-Kai (see official X-Com timeline) I named the mod Kiryu-Kai mod.

Kiryu-Kai Mod v.0.95

What is this mod about?
----------------------------------------

This mod is meant to be a hard game alternative for experienced power-players.
It was inspired by the Kiryu-Kai, a japanese Anti-Alien-Unit mentioned in the official X-Com timeline.
The Kiryu-Kai were formed (and abandoned) ~ 1 year before X-Com was formed. I liked the idea of an elite squad with little funding, so I went along with it.
Consider this mod as a very difficult challenge for experienced X-Com veterans, who want a bare-bone, mostly original gameplay with no super-weapons.
The general mod-ideas are: Minimal Equipment Choice, High Difficulty, Mostly original stats and gameplay, Different graphical theme.

What does this mean in general?
------------------------------------------------------

You will have NO offensive heavy weapon platforms, only a bulky remote-controlled-vehicle for scouting purposes.
You will have NO flying-suits.
You will have less funds.
You will never be able to use any Alien weapons.
You will never have clip-less Laser weapons, they have been replaced by an alternative technology, the Magneto Weapons.
You will get a new (limited-supply) melee-weapon.
You will get a different Skyranger.

What does this mean in detail?
---------------------------------------------------

Redundant weapon ammo has been removed, this means the Rocket Launcher, the Heavy Cannon and Auto-Cannon have been changed to specific purposes.
I did not change the damage/accuracy/Time-unit stats, the auto-cannon fires 4 shots in auto-mode now, though.
No tanks, no hover-tanks. You will have a RCV to scout the area, that's all.
No flying suit. This means no cheap tricks against melee aliens.
Your soldiers (and engineers, scientists) are more expensive and need 1 week to arrive. The soldiers however are ELITE soldiers with good stats.
They are no supermen, they only had some training before. No longer will a 10-bravery, 10-accuracy, 10-strength loser apply for the job.
You will also have less PSI-weaklings. Less does not mean none, but the chances are much smaller.
You can not use or manufacture alien weapons. Not even the Alien Grenade.
The starting base is smaller and you will have less funds and crafts at the game start.
You will start in 1998, just like mentioned in the official timeline.
Laser weapons have been replaced by the Magneto Technology, they are armor-piercing weapons and are slightly weaker than the laser weapons.
The craft laser and the laser defenses have also been replaced by Magneto versions.

Anything else?
------------------------

Of course you can play the game in any way you want, but to experience this mod the way it was intended, please read the following short thoughts:
I recommend NOT to use ANY other mod weapons, tanks or crafts along with this mod. Even my own. This mod is meant to be difficult.
My terrain mods (City, Farm, Alien Base) and LukesExtraUfos (especially the "dark" version) are highly recommended.
It is essential to start a new campaign, otherwise errors and bugs might occur.
Disabling/Weakening PSI for the human side (or generally) per in-game options is HIGHLY recommended. PSI ruins the game if used without any restrictions.
Using the TFTD damage formula option is recommended, too. The default formula is far too random.
I also recommend using JSGME (JoneSoft Generic Mod Enabler), a little freeware tool, to install this (and other) mod(s).
Some people recommend using the UFOExtender accuracy option, but I don't, simply because hitting something in XCom already is unrealistically difficult.
SolariusScorch's ReptoidRace and robin's Cover-Alien-mod work fine with this mod, if you DON'T use their separate Alien-Armory-compatible versions.
SolariusScorch's NewUfosMod works fine with this mod and is highly recommended.

Any future plans?
-----------------------------

Adding more translations.
Finding out what Kiryu-Kai actually means. From what I found so far, I think it means the "Unit/Group from the Kiryu area" but I am not japanese.

Known mod "conflicts":
--------------------------------------
Most available mods will work flawlessly with this mod. HOWEVER, there are some things to consider:

The original "PowerSuitHelmetOff" mod conflicts with this mod, as my inventory screens are based on those.
robin's Men-In-Black Mod uses laser weapons which my mod replaces, thus leaving some enemies unarmed.
SolariusScorch's Alien Armory Mod gives the aliens and the player new weapons, invalidating the mod's idea.
Any add-on weapon, tank or armor mod might also invalidate the mod's idea.
Terran Plasma Mod gives the player new weapons, invalidating the mod's idea.


Feel free to use ANY of my mod resources in ANY way you see fit. But please do not alter this specific mod without asking.
Civilian 2014

history
-----------

v.0.80 unreleased, placeholder graphics.
v.0.81 unreleased, graphics done, handobjects done, sounds done.
v.0.89 unreleased, added restrictions and gameplay changes.
v.0.90 unreleased, numerous tweaks to handobject graphics, balance changes and fixes after test-games.
v.0.91 first release, added slightly changed UI graphics.
v.0.92 solved the invincible Sectopod problem, adjusted stats of some weapons and facilities, changed some text-strings, sounds and handobjects.
v.0.93 added custom colored power suit and inventory screens (the inventory screens are edited ones from the "PowerSuitHelmetOff" mod by an unknown modder, there was no read-me in the source file); added a special Tanto-Dagger that only the initial 8 squad members get, the users strength and melee-skill ADD to its default damage, making it a very strong weapon in the hands of late-game soldiers. The graphics for the Tanto are based on the CombatKnife mod (by Chico, Moriarty, Nightwolf and Warboy1982), but are basically completely redone.
v.0.94 Added the RCV/Scout. It has no offensive weapon, but can provide smoke cover. It has no reaction-fire as it is supposed to be remote-controlled by a human being. The basic idea came from the Scout-Drone mod from Ryskeliini and Arpia, but I went for a full-scale (2x2) vehicle instead, avoiding the Chryssalid-infection-bug that plagued the other mod. Removed maxRange limit from Shotgun. Changed handobjects for easier identification.
v.0.95 Replaced the original Skyranger, the new one has place for two more soldiers and has a slightly different look and layout. Increased Tanto-Dagger damage.

spoilers/tips
---------------------
*
*
*
*
*
*
*
*
The Auto-Cannon fires 4 auto-shots now to make it a more viable alternative to the rifle.
The Heavy (Flame) Cannon has arcing shots, making it a very useful support weapon.
The Magneto Shotgun is ideal for the troops closest to the craft's exit.
The Magneto Launcher is THE weapon to battle Sectopods, they take this role from the Heavy Laser. But remember that they are heavy, have limited ammo AND are slightly weaker than the Heavy Laser, so don't get careless.
The 8 Tanto daggers are irreplaceable. Do not leave them behind on the battlefield without a good reason. Their maximum average damage is 130 when wielded by (end-game) 70 strength soldiers, making them viable through the whole game. They are still "only" melee-weapons, so don't get too excited about them. If you want to replenish them (Cheater! :-D ) or add them to another save-game you will have to do so MANUALLY by editing the save-game with a text-editor. The object-id is STR_TANTO. Make a backup of the save-game BEFORE editing it, in case something goes wrong. See screen-shot no.6 in the DOCS folder for a better explanation.
The RCV/Scout is especially helpful at night when the aliens have a far bigger viewing-range than your troops have. Use them to minimize risks for your soldiers.





6
Work In Progress / Funny feature/bug
« on: May 14, 2014, 12:22:29 pm »
Was experimenting wit the new explosion strength feature for specab-units and discovered this: If you add the power/radius thing to ana rmour WITHOUT giving the unit the specab the corpse of the unit suddenly acts as a electro-flare :-D Sadly the max power for that is 15, everything over that gives you really odd colours...  ;D

7
Open Feedback / AI better now!
« on: May 09, 2014, 11:46:14 am »
With the newest (>07May2014) gits the AI Finally is a challenge when doing X-Com base defense missions, good work!  :) Before that git they would just sit around and do next to nothing. Thanks a lot for fixing this!  :)

8
Hi, I made this tiny mod that adds a new Alien base style to your existing selection. It is supposed to be a fresh/newly-built alien base. Once The Mod Portal is available again, I will upload it there, too.

The screenshots looks abit plain, I know, and I will replace it with better ones asap  ;D It gives you a basic view of the idea, though.

This small mod adds a new kind of Alien Base layout. It has no fancy Alien Alloy Walls or doors, but only stone walls, making the base look new and unfinished, freshly cut out of the ground. There will be little resources recovered from this base as a result, no elerium, no UFO Power Sources, only some small stuff like UFO navigation, Alien Entertainment etc.

Btw, the mod is fully compatible with my AlienBaseAddon mod (which adds more mapblocks to the default alien base). You might want to use both for maximum variety.

Note: The different alien Base types (and layouts) are chosen randomly each time you start such a mission, so you will maybe have to wait before you see the new alien base terrain.

Fee free to use this mod in any way you see fit. Civilian 2014

(maybe) planned: more mapblocks and variations.

9
Troubleshooting / Mouse scrollwheel problem
« on: May 03, 2014, 02:43:05 pm »
I have a strange problem when scrolling through the height levels of the tactical screen. The cursor does not stay on the same coordinates when going higher or deeper, instead it jumps to non-random fields for each level (to the left, to the front, etc), messing up a possible blaster-bomb flight path and causing other problems, like strange pathfinding. I also tried this on another computer with another mouse and it is the same there. It really makes me wonder why nobody posted about this before, it is a rather obvious problem.  :-[ Not sure if this is a bug or strange feature that I don't understand.

Personally i think it is a rounding error, a programming mistake. Maybe someone forgot an INT(height) or something?

10
Released Mods / [MAPS] (Release v.1.0 -1.2) Terrain Addons
« on: May 02, 2014, 11:39:09 am »
As I was a bit dissapointed with the low stability of all previous map mods I decided to make some map mods myself. They use only files that are based directly on default game files, so they should be (except for maybe copy-n-paste/renaming problems) work without ANY problems. *knocks on wood*  :)

They can be found here : https://www.openxcom.com/mod/addon-terrains-mapblocks

Included are:

New mapblocks for

-Alien Base
-Farm Terrain
-City map

and a "new" tileset for an alternative city style.

have fun!

edit: updated alien base terrain

11
Fan-Stuff / Intensive Alien Infection
« on: May 01, 2014, 12:34:19 pm »
They really seem to like Davao as it seems  :D

12
Released Mods / [PSI] Tiny mod: Psi-Amp only LOS requirement
« on: May 01, 2014, 12:24:50 pm »
I like the PSI Line-Of-Sight requirement mod, but the AI really suffers too much from it, making alien PSI-attacks almost impossible, so I made this mod that only adds LOS to the Psi-Amp and nothing else. It was a 2 seond piece of work, but I made it for all those that do not can/want to mess around with the original rul file.  ;)

13
Suggestions / A "kneeled" indicator
« on: April 30, 2014, 12:51:00 pm »
Sometimes the lower part of a soldier is hidden behind a wall or something else and it is impossible to find out if the unit is kneeled or not, the only way to find out and make sure is to invest 4 or 12 TUs, which can just be enough to keep you from doing what you wanted to. So, what about a tiny light/indicator for the UI that shows the current kneeling/status of the unit, it could be as little as a red pixel on the UI. Shouldn't be too hard to do.  ;)

14
I wanted to make a tiny weapon mod from scratch with sounds, icons and everything made by myself, and here is the result so far.

Heat-Ray Rifle/Pistol Mod v.1.0

Just a tiny mod that adds Heat-Ray Rifles and Pistols to the game, they have to be researched after the Laser Craft Cannon (only one research) and do heat=infra-red=incendiary damage without igniting things.

They use no clips, BUT to compensate for that, they are very heavy (and i mean that), cost a lot of Alloys and Elerium to produce and do roughly comparable damage to the default-game Laser Weapons, making them hopefully balanced. On top of that you need to remember that Chryssalids and Snakeman are rather resistant against heat=infra-red=incendiary weapons (unlike most other aliens). So the average Heat-Ray weapon is a decent weapon against most enemies, but it is not the only weapon you will ever need.

And here some special things about those weapons:
They use FIXED TU-costs, meaning that you can fire more often with experienced troops. Rookies with ~50 TU's  will e.g. usually be able to fire 2 times only, a late-game soldier with 80 TU's can fire 3 times.
The Rifle does NOT have a snap-fire mode, that's intentional. It's supposed to reflect the fact that this weapon is too heavy and cumbersome. And it forces you to provide (reaction-fire) cover for those carrying the Rifle, making both weapons useful.

There are also custom firing sounds.

The terms rifle and pistol are somewhat false for the heat-ray weapons, they are more like a mix of weapons, the "Pistol" being more like an assault rifle/pistol mix, and the "Rifle" being more like a cannon/Rifle mix.

---------------------------

version 1.01 small balance change and uploaded Power-Glove
version 1.0 now with working hand/floor-objects and small text-tweaks ^o^
version 0.9 original release with place-holder-hand-objects

MAYBE planned: MAYBE a similar-themed melee weapon to complete the pack

Feel free to use this files in any way you want. No need to ask or say anything. Civilian 2014


----------------------------


Updated to v.1.01 WITH  handobjects and small balance change

now also on the modportal: https://www.openxcom.com/mod/heat-ray-weapons


the 3rd pic is a preview of the melee-weapon (Power-Glove), you can find it here:
https://www.openxcom.com/mod/power-glove

15
Released Mods / [HWP] Some "new" tanks (ruleset only)
« on: April 29, 2014, 11:28:21 am »
Acid-Shotgun Hovertank:

Code: [Select]
items:
  - type: STR_HOVERTANK_ACID
    size: 6
    costSell: 400000
    transferTime: 96
    weight: 1
    bigSprite: 40
    floorSprite: 0
    handSprite: 0
    bulletSprite: 8
    fireSound: 18
    hitSound: 19
    power: 60
    damageType: 8
    hitAnimation: 26
    accuracySnap: 70
    accuracyAimed: 85
    tuSnap: 25
    tuAimed: 33
    battleType: 1
    fixedWeapon: true
    clipSize: -1
    invWidth: 2
    invHeight: 3
    turretType: 3
    arcingShot: true
    blastRadius: 0
    shotgunPellets: 8
    maxRange: 20
    listOrder: 1708
units:
  - type: STR_HOVERTANK_ACID
    race: STR_HOVERTANK_ACID
    stats:
      tu: 100
      stamina: 100
      health: 90
      bravery: 110
      reactions: 30
      firing: 65
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 70
    armor: HOVERTANK_ARMOR
    standHeight: 12
    kneelHeight: 12
    floatHeight: 6
    value: 20
    deathSound: 23
    moveSound: 40
    energyRecovery: 50
manufacture:
  - name: STR_HOVERTANK_ACID
    category: STR_HEAVY_WEAPONS_PLATFORM
    requires:
      - STR_PLASMA_CANNON
      - STR_NEW_FIGHTER_CRAFT
      - STR_CELATID_CORPSE
      - STR_SNAKEMAN_CORPSE
      - STR_CHRYSSALID_CORPSE
    space: 30
    time: 1200
    cost: 800000
    listOrder: 748
    requiredItems:
      STR_ALIEN_ALLOYS: 10
      STR_ELERIUM_115: 20
      STR_UFO_POWER_SOURCE: 1
      STR_UFO_NAVIGATION: 1
ufopaedia:
  - id: STR_HOVERTANK_ACID
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    weapon: STR_ACID_CANNON
    requires:
      - STR_PLASMA_CANNON
      - STR_NEW_FIGHTER_CRAFT
      - STR_CELATID_CORPSE
      - STR_SNAKEMAN_CORPSE
      - STR_CHRYSSALID_CORPSE
    text: STR_HOVERTANK_ACID_UFOPEDIA
extraStrings:
  - type: en-GB
    strings:
      STR_HOVERTANK_ACID: Hovertank/Toxin
      STR_ACID_CANNON: Toxin Spray
      STR_HOVERTANK_ACID_UFOPEDIA: Our best scientists came up with this gruesome weapon to battle the aliens. It lacks a bit of range but it is extremely powerful.
  - type: en-US
    strings:
      STR_HOVERTANK_ACID: Hovertank/Toxin
      STR_ACID_CANNON: Toxin Spray
      STR_HOVERTANK_ACID_UFOPEDIA: Our best scientists came up with this gruesome weapon to battle the aliens. It lacks a bit of range but it is extremely powerful.

Scout-Hovercraft:
Code: [Select]
items:
  - type: STR_HOVERTANK_SCOUT
    size: 6
    costSell: 400000
    transferTime: 96
    weight: 1
    bigSprite: 40
    floorSprite: 0
    handSprite: 0
    bulletSprite: 3
    fireSound: 88
    hitSound: 13
    power: 80
    damageType: 9
    hitAnimation: 26
    accuracyAimed: 85
    tuAimed: 33
    battleType: 1
    fixedWeapon: true
    clipSize: -1
    invWidth: 2
    invHeight: 3
    turretType: 4
    blastRadius: 5
    listOrder: 1709
armors:
  - type: HOVERTANK_SCOUT_ARMOR
    spriteSheet: TANKS.PCK
    corpseBattle:
      - HOVERTANK_CORPSE_1
      - HOVERTANK_CORPSE_2
      - HOVERTANK_CORPSE_3
      - HOVERTANK_CORPSE_4
    frontArmor: 140
    sideArmor: 130
    rearArmor: 120
    underArmor: 110
    drawingRoutine: 2
    movementType: 1
    size: 2
    damageModifier:
      - 1.0
      - 1.0
      - 0.8
      - 0.8
      - 1.0
      - 0.8
      - 0.0
      - 0.8
      - 0.4
      - 0.0
    loftempsSet: [ 92, 89, 90, 91 ]
units:
  - type: STR_HOVERTANK_SCOUT
    race: STR_HOVERTANK_SCOUT
    stats:
      tu: 120
      stamina: 120
      health: 120
      bravery: 110
      reactions: 0
      firing: 65
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 0
    armor: HOVERTANK_SCOUT_ARMOR
    standHeight: 12
    kneelHeight: 12
    floatHeight: 6
    value: 20
    deathSound: 23
    moveSound: 40
    energyRecovery: 50
manufacture:
  - name: STR_HOVERTANK_SCOUT
    category: STR_HEAVY_WEAPONS_PLATFORM
    requires:
      - STR_PLASMA_CANNON
      - STR_NEW_FIGHTER_CRAFT
    space: 30
    time: 1000
    cost: 600000
    listOrder: 749
    requiredItems:
      STR_ALIEN_ALLOYS: 15
      STR_ELERIUM_115: 20
      STR_UFO_POWER_SOURCE: 1
      STR_UFO_NAVIGATION: 1
ufopaedia:
  - id: STR_HOVERTANK_SCOUT
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    weapon: STR_SCOUT_SMOKE_CANNON
    requires:
      - STR_PLASMA_CANNON
      - STR_NEW_FIGHTER_CRAFT
    text: STR_HOVERTANK_SCOUT_UFOPEDIA
extraSounds:
  - type: BATTLE.CAT
    files:
      88: Resources/Scoutdrone/pop.wav
extraStrings:
  - type: en-GB
    strings:
      STR_HOVERTANK_SCOUT: Hovertank/Scout
      STR_SCOUT_SMOKE_CANNON: Smoke Grenade
      STR_HOVERTANK_SCOUT_UFOPEDIA: This hovertank is a special development for scouting the battle area. Tough armor, high speed, this leaves no room for big weapons of course.
  - type: en-US
    strings:
      STR_HOVERTANK_SCOUT: Hovertank/Scout
      STR_SCOUT_SMOKE_CANNON: Smoke Grenade
      STR_HOVERTANK_SCOUT_UFOPEDIA: This hovertank is a special development for scouting the battle area. Tough armor, high speed, this leaves no room for big weapons of course.

Artillery-Tank:

Code: [Select]
items:
  - type: STR_TANK_GRENADE_LAUNCHER
    size: 6
    costBuy: 420000
    costSell: 120000
    transferTime: 96
    weight: 1
    bigSprite: 42
    floorSprite: 0
    handSprite: 0
    bulletSprite: 3
    fireSound: 4
    compatibleAmmo:
      - STR_HWP_GRENADES
    accuracySnap: 65
    accuracyAimed: 115
    tuSnap: 45
    tuAimed: 70
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    turretType: 1
    arcingShot: true
    listOrder: 1210
  - type: STR_HWP_GRENADES
    size: 0.6
    costBuy: 1000
    costSell: 350
    transferTime: 48
    weight: 1
    bigSprite: -1
    floorSprite: 16
    hitSound: 0
    hitAnimation: 0
    power: 50
    damageType: 3
    clipSize: 15
    battleType: 2
    invWidth: 1
    invHeight: 3
    listOrder: 1211
units:
  - type: STR_TANK_GRENADE_LAUNCHER
    race: STR_TANK_GRENADE_LAUNCHER
    stats:
      tu: 80
      stamina: 100
      health: 100
      bravery: 110
      reactions: 20
      firing: 65
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 70
    armor: TANK_ARMOR
    standHeight: 16
    kneelHeight: 16
    value: 20
    deathSound: 23
    moveSound: 14
    energyRecovery: 50
ufopaedia:
  - id: STR_TANK_GRENADE_LAUNCHER
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    text: STR_TANK_GRENADE_LAUNCHER_UFOPEDIA
    weapon: STR_HWP_GRENADES
    listOrder: 2202
extraStrings:
  - type: en-GB
    strings:
      STR_TANK_GRENADE_LAUNCHER: Tank/Artillery
      STR_HWP_GRENADES: HWP Grenades
      STR_TANK_GRENADE_LAUNCHER_UFOPEDIA: While it lacks the brute force of other tank weapons, the Artillery Tank is great for indirect fire-support.
  - type: en-US
    strings:
      STR_TANK_GRENADE_LAUNCHER: Tank/Artillery
      STR_HWP_GRENADES: HWP Grenades
      STR_TANK_GRENADE_LAUNCHER_UFOPEDIA: While it lacks the brute force of other tank weapons, the Artillery Tank is great for indirect fire-support.

have fun!  :)

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